(Partial update) Reset the updated flag after calculating the update area
[platform/core/uifw/dali-core.git] / dali / internal / render / common / render-manager.cpp
index 4a309fd..8db070b 100644 (file)
@@ -28,6 +28,7 @@
 #include <dali/internal/event/common/scene-impl.h>
 
 #include <dali/internal/update/common/scene-graph-scene.h>
+#include <dali/internal/update/nodes/scene-graph-layer.h>
 #include <dali/internal/update/render-tasks/scene-graph-camera.h>
 
 #include <dali/internal/render/common/render-algorithms.h>
 #include <dali/internal/render/common/render-instruction.h>
 #include <dali/internal/render/common/render-tracker.h>
 #include <dali/internal/render/queue/render-queue.h>
+#include <dali/internal/render/renderers/pipeline-cache.h>
 #include <dali/internal/render/renderers/render-frame-buffer.h>
 #include <dali/internal/render/renderers/render-texture.h>
 #include <dali/internal/render/renderers/shader-cache.h>
 #include <dali/internal/render/renderers/uniform-buffer-manager.h>
 #include <dali/internal/render/renderers/uniform-buffer-view-pool.h>
 #include <dali/internal/render/shaders/program-controller.h>
-#include <dali/internal/render/renderers/pipeline-cache.h>
 
 #include <memory>
 
@@ -125,7 +126,7 @@ struct RenderManager::Impl
     threadPool->Initialize(1u);
 
     uniformBufferManager = std::make_unique<Render::UniformBufferManager>(&graphicsController);
-    pipelineCache = std::make_unique<Render::PipelineCache>(graphicsController);
+    pipelineCache        = std::make_unique<Render::PipelineCache>(graphicsController);
   }
 
   ~Impl()
@@ -178,7 +179,7 @@ struct RenderManager::Impl
   Render::ShaderCache shaderCache;       ///< The cache for the graphics shaders
 
   std::unique_ptr<Render::UniformBufferManager> uniformBufferManager; ///< The uniform buffer manager
-  std::unique_ptr<Render::PipelineCache> pipelineCache;
+  std::unique_ptr<Render::PipelineCache>        pipelineCache;
 
   Integration::DepthBufferAvailable   depthBufferAvailable;   ///< Whether the depth buffer is available
   Integration::StencilBufferAvailable stencilBufferAvailable; ///< Whether the stencil buffer is available
@@ -224,8 +225,7 @@ void RenderManager::SetShaderSaver(ShaderSaver& upstream)
 void RenderManager::AddRenderer(OwnerPointer<Render::Renderer>& renderer)
 {
   // Initialize the renderer as we are now in render thread
-  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()),
-                       *(mImpl->pipelineCache.get()));
+  renderer->Initialize(mImpl->graphicsController, mImpl->programController, mImpl->shaderCache, *(mImpl->uniformBufferManager.get()), *(mImpl->pipelineCache.get()));
 
   mImpl->rendererContainer.PushBack(renderer.Release());
 }
@@ -382,8 +382,7 @@ void RenderManager::AddGeometry(OwnerPointer<Render::Geometry>& geometry)
 
 void RenderManager::RemoveGeometry(Render::Geometry* geometry)
 {
-  auto it = std::find_if( mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(),[geometry]( auto& item )
-  {
+  auto it = std::find_if(mImpl->geometryContainer.begin(), mImpl->geometryContainer.end(), [geometry](auto& item) {
     return geometry == item;
   });
 
@@ -469,7 +468,7 @@ void RenderManager::PreRender(Integration::RenderStatus& status, bool forceClear
     // Upload the geometries
     for(auto&& geom : mImpl->geometryContainer)
     {
-      geom->Upload( mImpl->graphicsController );
+      geom->Upload(mImpl->graphicsController);
     }
   }
 }
@@ -493,8 +492,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
   class DamagedRectsCleaner
   {
   public:
-    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects)
+    explicit DamagedRectsCleaner(std::vector<Rect<int>>& damagedRects, Rect<int>& surfaceRect)
     : mDamagedRects(damagedRects),
+      mSurfaceRect(surfaceRect),
       mCleanOnReturn(true)
     {
     }
@@ -509,18 +509,20 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
       if(mCleanOnReturn)
       {
         mDamagedRects.clear();
+        mDamagedRects.push_back(mSurfaceRect);
       }
     }
 
   private:
     std::vector<Rect<int>>& mDamagedRects;
+    Rect<int>               mSurfaceRect;
     bool                    mCleanOnReturn;
   };
 
   Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
 
   // Clean collected dirty/damaged rects on exit if 3d layer or 3d node or other conditions.
-  DamagedRectsCleaner damagedRectCleaner(damagedRects);
+  DamagedRectsCleaner damagedRectCleaner(damagedRects, surfaceRect);
 
   // Mark previous dirty rects in the sorted array. The array is already sorted by node and renderer, frame number.
   // so you don't need to sort: std::stable_sort(itemsDirtyRects.begin(), itemsDirtyRects.end());
@@ -613,9 +615,8 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
                 (item.mNode->Updated() || (item.mRenderer && item.mRenderer->Updated(mImpl->renderBufferIndex, item.mNode)))))
             {
               item.mIsUpdated = false;
-              item.mNode->SetUpdated(false);
 
-              rect = item.CalculateViewportSpaceAABB(item.mUpdateSize, viewportRect.width, viewportRect.height);
+              rect = RenderItem::CalculateViewportSpaceAABB(item.mModelViewMatrix, item.mUpdateSize, viewportRect.width, viewportRect.height);
               if(rect.IsValid() && rect.Intersect(viewportRect) && !rect.IsEmpty())
               {
                 const int left   = rect.x;
@@ -676,6 +677,9 @@ void RenderManager::PreRender(Integration::Scene& scene, std::vector<Rect<int>>&
             }
           }
         }
+
+        // Reset updated flag from the root
+        renderList->GetSourceLayer()->SetUpdatedTree(false);
       }
     }
   }
@@ -709,6 +713,12 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
 void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
 {
+  if(mImpl->partialUpdateAvailable == Integration::PartialUpdateAvailable::TRUE && !renderToFbo && clippingRect.IsEmpty())
+  {
+    // ClippingRect is empty. Skip rendering
+    return;
+  }
+
   // Reset main algorithms command buffer
   mImpl->renderAlgorithms.ResetCommandBuffer();
 
@@ -721,6 +731,15 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
   std::vector<Graphics::RenderTarget*> targetstoPresent;
 
+  Rect<int32_t> surfaceRect = sceneObject->GetSurfaceRect();
+  if(clippingRect == surfaceRect)
+  {
+    // Full rendering case
+    // Make clippingRect empty because we're doing full rendering now if the clippingRect is empty.
+    // To reduce side effects, keep this logic now.
+    clippingRect = Rect<int>();
+  }
+
   for(uint32_t i = 0; i < count; ++i)
   {
     RenderInstruction& instruction = sceneObject->GetRenderInstructions().At(mImpl->renderBufferIndex, i);
@@ -735,8 +754,7 @@ void RenderManager::RenderScene(Integration::RenderStatus& status, Integration::
 
     Rect<int32_t> viewportRect;
 
-    Rect<int32_t> surfaceRect        = sceneObject->GetSurfaceRect();
-    int32_t       surfaceOrientation = sceneObject->GetSurfaceOrientation();
+    int32_t surfaceOrientation = sceneObject->GetSurfaceOrientation();
 
     // @todo Should these be part of scene?
     Integration::DepthBufferAvailable   depthBufferAvailable   = mImpl->depthBufferAvailable;